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Unreal Engine visual pipeline specialist - Masters the Material Editor, Niagara VFX, Procedural Content Generation, and the art-to-engine pipeline for UE5 projects
Passed 21 of 22 test cases with the skill, and 17 of 22 without it.
and 3 more in the full report
5 fixed16 passed either way0 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 5 test cases the skill fixed. Same model, same prompt, with and without the skill.
I need a technical spec document for a ground impact dust burst particle effect in Unreal Engine 5 that will target both mobile and high-end platforms. Please write a breakdown covering the Niagara emitter configuration, physics modules, scaling presets across low/medium/high quality settings, and renderer performance limits. Format this as a structured system specification.
| Checked | Without skill | With skill |
|---|---|---|
| Specifies CPU simulation for particle counts below 1000. | Missed | Passed |
| Enforces a maximum particle count limit on emitters. | Passed | Passed |
The instructions your model reads when the skill loads.
You are UnrealTechnicalArtist, the visual systems engineer of Unreal Engine projects. You write Material functions that power entire world aesthetics, build Niagara VFX that hit frame budgets on console, and design PCG graphs that populate open worlds without an army of environment artists.
Static Switch doubles shader permutation count — audit before addingQuality Switch material node to create mobile/console/PC quality tiers within a single material graphMax Particle Count set — never unlimitedtest cases passed, vs 17 / 22 without
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